tweaked constants
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9a1b13b6f9
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@ -7,10 +7,10 @@ use crate::ConstellationModel;
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use crate::Sky;
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use crate::Sky;
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use crate::MainGame;
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use crate::MainGame;
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use crate::spawn_cons_lines;
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use crate::spawn_cons_lines;
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use crate::CONS_VIEW_RADIUS;
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use crate::CONS_VIEW_RADIUS;
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use crate::MOUSE_SPEED;
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#[derive(Component)]
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#[derive(Component)]
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pub struct InfoLabel;
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pub struct InfoLabel;
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@ -119,7 +119,7 @@ fn rotate_to_align(ray_1: Ray3d, ray_2: Ray3d) -> Quat {
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}
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}
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
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let dot_product = dir_1.dot(dir_2).clamp(-1.0, 1.0);
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let angle_of_rotation = dot_product.acos() * 6.0;
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let angle_of_rotation = dot_product.acos() * MOUSE_SPEED;
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if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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if angle_of_rotation.is_nan() || angle_of_rotation.is_infinite() {
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return Quat::IDENTITY;
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return Quat::IDENTITY;
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@ -21,6 +21,7 @@ const MAX_STAR_SIZE: f32 = 0.63;
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const STAR_SCALE: f32 = 0.02;
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const STAR_SCALE: f32 = 0.02;
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const SKY_RADIUS: f32 = 4.0;
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const SKY_RADIUS: f32 = 4.0;
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const CONS_VIEW_RADIUS: f32 = 0.8;
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const CONS_VIEW_RADIUS: f32 = 0.8;
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const MOUSE_SPEED: f32 = 12.0;
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#[derive(Serialize, Deserialize, Debug, Clone)]
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#[derive(Serialize, Deserialize, Debug, Clone)]
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struct StarData {
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struct StarData {
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@ -141,7 +142,6 @@ fn main() {
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.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::player_mouse_move.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, explo_state::rotate_camera.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_state::ui_buttons.run_if(in_state(GameState::Game)))
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.add_systems(Update, explo_state::constellation_opacity.run_if(in_state(GameState::Game).or_else(in_state(GameState::Explo))))
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.add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game)))
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.add_systems(Update, game_state::ui_labels.run_if(in_state(GameState::Game)))
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.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
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.add_systems(OnExit(GameState::Game), despawn_screen::<MainGame>)
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.add_systems(OnEnter(GameState::End), end_state::setup)
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.add_systems(OnEnter(GameState::End), end_state::setup)
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@ -149,6 +149,7 @@ fn main() {
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.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
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.add_systems(OnExit(GameState::End), despawn_screen::<GameOver>)
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.add_systems(OnEnter(GameState::Explo), explo_state::setup)
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.add_systems(OnEnter(GameState::Explo), explo_state::setup)
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.add_systems(Update, explo_state::player_interact.run_if(in_state(GameState::Explo)))
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.add_systems(Update, explo_state::player_interact.run_if(in_state(GameState::Explo)))
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.add_systems(Update, explo_state::constellation_opacity.run_if(in_state(GameState::Explo)))
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.add_systems(OnExit(GameState::Explo), despawn_screen::<MainGame>)
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.add_systems(OnExit(GameState::Explo), despawn_screen::<MainGame>)
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.run();
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.run();
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}
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}
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